Principal environment artist and world builder for games and interactive content. Over the last 10 years I've contributed to AAA releases ranging from Fortnite to Forza, as well as XR and Indie projects spanning a variety of platforms and styles. I have experience both leading and working with environment teams building experiences from the ground up while maintaining strong art and performance benchmarks.
Principal environment artist on an unannounced project. Lead creation of environment art and kit/palette art for the game, working extensively in UE5. Tackled and oversaw a wide array of art creation tasks and specialized in hard surface and subd modeling. As the principal environment artist, established the standards for environment art quality, pipelines, and workflows internally.
-Helped establish visual targets, art direction, and level design for game levels. Ensured adherence to performance targets and level layout that empowered seamless gameplay and navigation. Worked with the team to help levels achieve narrative goals to inspire players and create a rich and mysterious world.
-Worked collaboratively with the art, design, and dev teams to build out game levels from white box to final, ship-quality art. Independently created multiple levels from the level design phase to finished environments with polished gameplay affordances and pathing.
-Trained and mentored environment artists in up-to-date tools and processes. Created a library of AAA-quality materials for the environment art team, and developed various material creation utilities in Substance Designer and Painter to speed up asset creation and surfacing.
Senior environment artist on an unannounced AAA PC / Console game focusing mostly on modular palette development. Helped train and onboard junior artists on Fortnite through feedback and creation of custom tutorials and documentation.
Freelance 3D artist on AR With Friends project. Created highly optimized game assets for rendering in Spark AR while working closely with CG supervisors, ADs and technical artists.
Drove environment art development from initial client briefs to concept, gray box, and final delivered environments in a proprietary game engine. Contributed environment art and high fidelity prop art to prototypes and game demos. Helped develop the 3D team's pipeline to efficiently use Substance Designer-authored materials as well as speed up texturing workflows with Substance Painter. Created modular 3D art kits to quickly and efficiently set-dress multiple projects.
Artist III at KDDS Group on various feature teams on Forza Motorsport for the Xbox Series X. Collaborated with designers, artists and devs to create a variety of pre-production content, created screenshots posed and staged in 3DS Max, contributed to publishing and marketing art, and worked closely with devs on tool creation and exploration.
2D/3D Artist at Yoh Services LLC on the Forza Team. Led production development of 3D digital entitlement assets for Forza Motorsport 7, from concept art to animated and textured hard-surface models. Worked on key 2D and 3D production elements with multiple teams on Forza Horizon 3, Forza Motorsport 6, and Forza Motorsport 7 for Xbox One and PC. Created mockups, 3D assets and animations, motion comps, and screenshots for Forza Motorsport 7. While on the Publishing team, provided assistant art-direction on eSports features for Forza Motorsport. Helped with lookdev, captures and polish for the Forza Horizon 3 Hot Wheels Expansion visual ID box art.
Delivered full game environments collaboratively on the 3D team on multiple projects ranging from realistic to stylized games. Created optimized 3D game assets, 3D animation, and concept art. Shipped Star Chamber with Starizon Studio, from the pre-production phase through to release and sustain work. Collaborated with artists, game designers and developers on various demos and prototypes. Assisted with prototyping, creative problem solving, and testing proprietary tools and workflows.
Contract junior environment artist responsible for environment assets and props in a variety of styles for multiple projects. Worked on next-gen games as well as mobile games in the Unreal 4 and Unity game engines. Worked on environment modeling and level layout for Candescent Games' Tinertia. Collaborated with the White Elk Studios team on early preproduction and prototyping for the VR puzzle game Eclipse: Edge of Light.